{"id":44562,"date":"2018-10-31T06:00:23","date_gmt":"2018-10-31T10:00:23","guid":{"rendered":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=44562"},"modified":"2018-10-30T17:55:25","modified_gmt":"2018-10-30T21:55:25","slug":"experienced-points-why-did-silent-hill-2-work-so-well","status":"publish","type":"post","link":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=44562","title":{"rendered":"Experienced Points: Why Did Silent Hill 2 Work So Well?"},"content":{"rendered":"<p>My Escapist column <a href=\"https:\/\/www.escapistmagazine.com\/v2\/2018\/10\/30\/why-did-silent-hill-2-work-so-well\/\">this week<\/a> is yet another nudge to an industry that has forgotten how to make psychological Japanese horror. This is particularly frustrating to me because I dig character-driven stuff, I love mind-bending stories, and I really appreciate a game capable of creating a sense of foreboding dread. <\/p>\n<p>At the same time I don&#8217;t have a lot of patience for overly convoluted lore, I hate straightforward &#8220;defeat the bad guys&#8221; style stories in my horror, I&#8217;m sick to death of action schlock, and I despise jump scares. This industry doesn&#8217;t put out a lot of horror titles, but when they do they work hard to make sure it&#8217;s the opposite of everything I might be interested in.<\/p>\n<p>Before you jump in with, &#8220;Ah-ha! Shamus, clearly you haven&#8217;t played X!&#8221;, note that I address this at the end of the article. When <em>Amnesia: The Dark Descent<\/em> come out and made a big splash, I went poking through other horror titles coming out of the indie scene. I found a lot of attempted imitations, but I never found anything particularly good. Maybe I just had bad luck, but after wasting money on several duds I concluded I was panning for gold in a landfill and gave up.<\/p>\n<p>I&#8217;ll admit I&#8217;m incredibly picky when it comes to horror games. <\/p>\n<p><!--more--><\/p>\n<ul>\n<li>I don&#8217;t want the game to kill me constantly because that shatters the mood and makes it less scary. At the same time, I want there to be some sort of real threat of failure and not just a bunch of toothless spooky noises.\n<li>I prefer supernatural, unknowable threats to well-defined ones. This means I think an angry spirit is more frightening than a dude with a gun. At the same time, I don&#8217;t want the story to be completely vague about what the evil force wants and what it can do, to the point where it all feels arbitrary.\n<li>I want there to be an interesting story or premise to explain what this supernatural hocus-pocus is, but I don&#8217;t want the game to bury me in ten minutes of backstory and lore.\n<li>I want the main character to be isolated and alone, which means I don&#8217;t want them to have some buddy character helping them out. At the same time, it would be nice if they had someone to talk to once in a while so we can see what makes our character tick.\n<li>I don&#8217;t want some overproduced showcase of cutting-edge rendering techniques, high detail, and massive draw distances. The world should be a little surreal, a little fuzzy, and a bit hard to comprehend. At the same time, it would be great if it didn&#8217;t look like the invasion of PlayStation 1 potato people.\n<li>If we&#8217;re going to have combat, then it shouldn&#8217;t be empowering and fun. At the same time, it shouldn&#8217;t be clunky and frustrating. Good luck finding the sweet spot between those two.\n<\/ul>\n<p>Am I being reasonable? Probably not. But that&#8217;s what I&#8217;m looking for.<\/p>\n<p>Happy Halloween!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>My Escapist column this week is yet another nudge to an industry that has forgotten how to make psychological Japanese horror. This is particularly frustrating to me because I dig character-driven stuff, I love mind-bending stories, and I really appreciate a game capable of creating a sense of foreboding dread. At the same time I [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[102],"tags":[],"class_list":["post-44562","post","type-post","status-publish","format-standard","hentry","category-weekly-column"],"_links":{"self":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/44562","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=44562"}],"version-history":[{"count":7,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/44562\/revisions"}],"predecessor-version":[{"id":44619,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/44562\/revisions\/44619"}],"wp:attachment":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=44562"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=44562"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=44562"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}